Third-person (video games)

Last updated
Screenshot from the third-person shooter Dead Justice Dead Justice-Cat Mother-Third-Person-Shooter.jpg
Screenshot from the third-person shooter Dead Justice
An illustration of a protagonist whom a player controls and a tracking camera just behind, slightly above, and slightly facing down towards that character Shooter person views.png
An illustration of a protagonist whom a player controls and a tracking camera just behind, slightly above, and slightly facing down towards that character

In video games, third-person (also spelled third person) is a graphical perspective rendered from a fixed distance behind and slightly above the player character. This viewpoint allows players to see a more strongly characterized avatar and is most common in action games and action adventure games. Games with this perspective often make use of positional audio, where the volume of ambient sounds varies depending on the position of the avatar. [1]

Contents

Camera systems

There are primarily three types of camera systems in games that use a third-person view: the "tracking camera systems" in which the camera simply follows the player's character; the "fixed camera systems" in which the camera positions are set during the game creation; and the "interactive camera systems" that are under the player's control.

Simple tracking cameras follow the characters from behind, and were common in early 3D games such as Crash Bandicoot or Tomb Raider since it is very simple to implement. However, the player is unable to move the camera to resolve occluded views or focus on areas of interest, [2] [3] [4] and may jerk or end up in awkward positions if the character is near a wall. [1]

Fixed camera systems are defined by the developers during the game creation. The camera views will not change dynamically, so the same place will always be shown under the same set of views. Games that use fixed cameras include Grim Fandango (1998) and the early Resident Evil and God of War games. [5] Such a system allows designers to use the language of film, creating mood through camerawork and selection of shots. [6]

Interactive camera systems still track the character, but can also be moved by the player. Fully interactive camera systems are often difficult to implement in the right way;[ citation needed ] GameSpot 's Jeff Gerstmann argued that much of the Super Mario Sunshine 's difficulty comes from having to control the camera. [7] Conversely, IGN 's Matt Casamassina called The Legend of Zelda: The Wind Waker 's camera system "so smart that it rarely needs manual correction". [8] One of the first games to offer an interactive camera system was Super Mario 64 . [9] [10]

Controls

Many games with fixed cameras use tank controls, whereby players control character movement relative to the position of the player character rather than the camera position; [11] this allows the player to maintain direction when the camera angle changes. [12]

On video game consoles, interactive camera systems are often controlled by an analog stick to provide good accuracy, whereas on PC games they are usually controlled by the mouse.

See also

Related Research Articles

<span class="mw-page-title-main">Shigeru Miyamoto</span> Japanese video game designer (born 1952)

Shigeru Miyamoto is a Japanese video game designer, producer and game director at Nintendo, where he serves as one of its representative directors as an executive since 2002. Widely regarded as one of the most accomplished and influential designers in video games, he is the creator of some of the most acclaimed and best-selling game franchises of all time, including Mario,The Legend of Zelda, Donkey Kong, Star Fox and Pikmin. More than 1 billion copies of games featuring franchises created by Miyamoto have been sold.

<i>Super Mario 64</i> 1996 video game

Super Mario 64 is a 1996 platform game developed and published by Nintendo for the Nintendo 64. It was released in Japan and North America in 1996 and PAL regions in 1997. It is the first Super Mario game to feature 3D gameplay, combining traditional Super Mario gameplay, visual style, and characters in a large open world. In the game, Bowser, the primary antagonist of the Super Mario franchise, invades Princess Peach's castle and hides the castle's sources of protection, the Power Stars, in many different worlds inside magical paintings. As Mario, the player collects Power Stars to unlock enough of Princess Peach's castle to get to Bowser and rescue Princess Peach.

<i>Super Mario Sunshine</i> 2002 video game

Super Mario Sunshine is a 2002 platform game developed and published by Nintendo for the GameCube. It is the second 3D game in the Super Mario series, following Super Mario 64 (1996). The game was directed by Yoshiaki Koizumi and Kenta Usui, produced by series creators Shigeru Miyamoto and Takashi Tezuka, written by Makoto Wada, and scored by Koji Kondo and Shinobu Tanaka.

<i>The Legend of Zelda: Ocarina of Time</i> 1998 video game

The Legend of Zelda: Ocarina of Time is a 1998 action-adventure game by Nintendo for the Nintendo 64. It was released in Japan and North America in November 1998 and in PAL regions the following month. The game is the first in The Legend of Zelda series with 3D graphics.

<i>The Legend of Zelda: The Wind Waker</i> 2002 video game

The Legend of Zelda: The Wind Waker is an action-adventure game developed and published by Nintendo for the GameCube. An installment in The Legend of Zelda series, it was released in Japan on December 13, 2002, in North America on March 24, 2003, and in Europe on May 2, 2003.

<i>BMX XXX</i> 2002 sports video game

BMX XXX is a 2002 sports video game developed by Z-Axis and published by Acclaim Entertainment under their AKA Acclaim label for the Xbox, PlayStation 2 and GameCube. While primarily a BMX-based action sports title, the game places a distinct emphasis on off-color and sexual humor, and allows the player to create female characters that are fully topless. The game also features unlockable live-action footage of real-life strippers courtesy of Scores, a New York-based stripclub.

Link (<i>The Legend of Zelda</i>) Protagonist of The Legend of Zelda

Link is a character and the protagonist of Nintendo's video game franchise The Legend of Zelda. He was created by Japanese video game designer Shigeru Miyamoto. Link was introduced as the hero of the original The Legend of Zelda video game in 1986 and has appeared in a total of 21 entries in the series, as well as a number of spin-offs. Common elements in the series include Link travelling through Hyrule whilst exploring dungeons, battling creatures, and solving puzzles until he eventually defeats the series' primary antagonist, Ganon, and saves Princess Zelda.

<i>Super Mario 64 DS</i> 2004 video game

Super Mario 64 DS is a 2004 platform game developed and published by Nintendo as a launch game for the Nintendo DS. Super Mario 64 DS is a remake of the 1996 Nintendo 64 game Super Mario 64, with new graphics, characters, collectibles, a multiplayer mode, and several extra minigames. As with the original, the plot centers on rescuing Princess Peach from Bowser. Unlike the original, Yoshi is the first playable character, with Mario, Luigi, and Wario being unlockable characters in early phases of the game.

<i>Donkey Kong Jungle Beat</i> 2004 video game

Donkey Kong Jungle Beat is a 2004 platform and score-attack game developed and published by Nintendo for the GameCube. It follows the gorilla Donkey Kong as he sets out to defeat a series of evil kings to conquer the jungle. Jungle Beat is designed for use with the DK Bongos, a bongo drum-style GameCube controller created for the Donkey Konga (2003) rhythm game. The player controls Donkey Kong through various side-scrolling levels as he collects bananas, swings on vines, chains combos, rides animals, and defeats enemies and bosses.

<i>The Legend of Zelda: Twilight Princess</i> 2006 video game

The Legend of Zelda: Twilight Princess is a 2006 action-adventure game developed and published by Nintendo for the GameCube and Wii. Originally planned for release exclusively on the GameCube in November 2005, Twilight Princess was delayed by Nintendo to allow its developers to refine the game, add more content, and port it to the Wii. The Wii version was a launch game in North America in November 2006, and in Japan, Europe, and Australia the following month. The GameCube version was released in December 2006 as the final first-party game for the console.

<i>War Gods</i> (video game) 1997 video game

War Gods is a 3D fighting video game originally released to arcades by Midway Games in 1996. Ports for the Nintendo 64, PlayStation and Windows were released in 1997. In the game, players control one of ten fighters who have been given great power by a mysterious ore that crashed-landed on Earth from outer space. The object of the game is to defeat all the other fighters to become the most powerful warrior on the planet.

<i>Super Mario Galaxy</i> 2007 video game

Super Mario Galaxy is a 2007 platform game developed and published by Nintendo for the Wii. It is the third 3D game in the Super Mario series. As Mario, the player embarks on a quest to rescue Princess Peach and save the universe from Bowser, after which the player can play the game as Luigi for a more difficult experience. The levels consist of galaxies filled with minor planets and worlds, with different variations of gravity, the central element of gameplay. The player character is controlled using the Wii Remote and Nunchuk and completes missions, fights bosses, and reaches certain areas to collect Power Stars. Certain levels also use the motion-based Wii Remote functions.

<i>WarioWare: Smooth Moves</i> 2006 video game

WarioWare: Smooth Moves is a party video game developed by Nintendo and Intelligent Systems and published by Nintendo on the Wii. It was released in Japan in December 2006, and in Europe, North America, and Australia in January 2007. It is the fifth game in the WarioWare series of games, and the only game in the series to be physically released for the Wii. Like its predecessors, WarioWare: Smooth Moves is built around a collection of microgames that last about five seconds each, and which require that the player hold the Wii Remote in specific positions. The game offers the microgames to the player in rapid succession, by first instructing the player to hold the Wii Remote in a specific manner, and then showing them the microgame. The microgames are divided into several stages, each of which loosely connects the microgames with the help of a story. Additionally, this was the first spin-off Mario game to be released for the console.

<span class="mw-page-title-main">Yoshiaki Koizumi</span> Japanese video game designer (born 1968)

Yoshiaki Koizumi is a Japanese video game designer, director, producer, and business executive. He is a senior executive officer at Nintendo and a deputy general manager at Nintendo EPD, where he is known for his work within their Mario and The Legend of Zelda series, and as the General Producer of the Nintendo Switch. In 2009, he was chosen by IGN as one of the top 100 game creators of all time.

<i>Super Smash Bros. Brawl</i> 2008 video game

Super Smash Bros. Brawl is a 2008 crossover fighting game developed by Sora Ltd. and Game Arts and published by Nintendo for the Wii. The third installment in the Super Smash Bros. series, it was announced at a pre-E3 2005 press conference by Nintendo president Satoru Iwata. Masahiro Sakurai, director of the previous two games in the series, assumed the role of director at Iwata's request. Game development began in October 2005 with a creative team that included members from several Nintendo and third-party development teams. After delays due to development problems, the game was released worldwide in 2008.

<span class="mw-page-title-main">Virtual camera system</span> System to display a view of a 3D virtual world

In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third-person view is required.

<i>The Legend of Zelda: Spirit Tracks</i> 2009 video game

The Legend of Zelda: Spirit Tracks is a 2009 action-adventure game developed and published by Nintendo for the Nintendo DS handheld game console. Set a century after The Wind Waker and its sequel Phantom Hourglass, the storyline follows the current incarnations of Link and Princess Zelda as they explore the land of New Hyrule to prevent the awakening of the Demon King Malladus. Players navigate New Hyrule, completing quests that advance the story and solving environmental and dungeon-based puzzles, many requiring use of the DS's touchscreen and other hardware features. Navigation between towns and dungeons is done using a train, which features its own set of mechanics and puzzles.

<i>New Super Mario Bros. Wii</i> 2009 video game

New! Super Mario Bros. Wii is a 2009 platform game developed and published by Nintendo for the Wii. A follow-up to New Super Mario Bros., it was first released in Australia, North America, and Europe in November 2009, followed by Japan a month later. It was released on the Wii U's Virtual Console in 2016, though only in Europe, Australia and Japan. A port in high definition resolution for the Nvidia Shield TV was released only in China in December 2017. Like other side-scrolling Super Mario games, the player controls Mario as he travels eight worlds and fights Bowser's henchmen to rescue Princess Peach. New Super Mario Bros. Wii was the first Super Mario game to feature simultaneous cooperative multiplayer gameplay; up to four people can play in cooperative and competitive multiplayer modes, taking control of Mario as well as Luigi and one of two multicolored Toads. The game also introduced "Super Guide", which allows the player to watch a computer-controlled character complete a level.

A variety of computer graphic techniques have been used to display video game content throughout the history of video games. The predominance of individual techniques have evolved over time, primarily due to hardware advances and restrictions such as the processing power of central or graphics processing units.

References

  1. 1 2 Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall. ISBN   9780131687479. Archived from the original on 17 February 2009. Retrieved 24 March 2009.
  2. "Sonic Adventure Review". IGN. Archived from the original on 11 February 2008. Retrieved 22 March 2009.
  3. "Tomb Raider: The Last Revelation Review". IGN. 11 December 1999. Retrieved 22 March 2009.
  4. Carle, Chris. "Enter the Matrix Review". IGN. Archived from the original on 25 March 2009. Retrieved 22 March 2009.
  5. Casamassina, Matt. "fixed-camera". giantbomb.
  6. Casamassina, Matt. "Resident Evil Review". IGN. Archived from the original on 25 March 2009. Retrieved 22 March 2009.
  7. Gerstmann, Jeff (4 October 2002). "Super Mario Sunshine Review for GameCube". GameSpot. Archived from the original on 26 March 2009. Retrieved 22 March 2009.
  8. Casamassina, Matt (25 March 2003). "The Legend of Zelda: The Wind Waker Review". IGN. Archived from the original on 26 March 2009. Retrieved 22 March 2009.
  9. "15 Most Influential Video Games of All Time: Super Mario 64". GameSpot. Archived from the original on 26 March 2009. Retrieved 22 March 2009.
  10. "The Essential 50 Part 36: Super Mario 64 from". 1UP.com. Retrieved 22 March 2009.
  11. "A eulogy for tank controls". PC Gamer . 20 February 2015. Retrieved 5 March 2018.
  12. Matulef, Jeffrey (26 January 2015). "Bringing out the Dead: Tim Schafer reflects back on Grim Fandango". Eurogamer. Retrieved 5 March 2018.